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In astonishingly simple terms, there are three basic game plans used. You need to be agile enough to switch techniques quickly as the course of the match unfolds.
The Blockade
This involves building a 6-deep wall of pieces, or at least as deep as you are able to manage, to lock in your competitor’s checkers that are located on your 1-point. This is judged to be the most adequate course of action at the start of the match. You can build the wall anywhere between your 11-point and your 2-point and then shuffle it into your home board as the game continues.
The Blitz
This involves locking your home board as quick as possible while keeping your competitor on the bar. For example, if your competitor tosses an early 2 and shifts one checker from your one-point to your three-point and you then toss a 5-5, you are able to play six/one six/one 8/3 8/3. Your opposer is then in serious difficulty seeing that they have two checkers on the bar and you have closed half your inside board!
The Backgame
This course of action is where you have two or higher pieces in your competitor’s inner board. (An anchor spot is a point filled by at a minimum 2 of your checkers.) It should be used when you are extremely behind as this plan greatly improves your chances. The best areas for anchors are near your opponent’s smaller points and either on adjacent points or with one point in between. Timing is essential for a powerful backgame: besides, there is no reason having two nice anchor spots and a solid wall in your own inner board if you are then forced to break up this right away, while your opponent is shifting their checkers home, because you do not have any other spare checkers to shift! In this case, it is more tolerable to have pieces on the bar so that you can maintain your position up until your challenger provides you an opportunity to hit, so it may be an excellent idea to attempt and get your competitor to hit them in this case!
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